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https://github.com/ZDoom/raze-gles.git
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- use a sprite flag to mark mapped sprites.
This avoids another global array which needs to be addressed by sprite index.
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parent
88e86b4248
commit
62d0d3712e
10 changed files with 14 additions and 17 deletions
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@ -191,6 +191,7 @@ enum
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{
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CSTAT2_SPRITE_MDLROTATE = 1, // Only for tsprites: rotate if this is a model or voxel.
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CSTAT2_SPRITE_NOFIND = 2, // Invisible to neartag and hitscan
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CSTAT2_SPRITE_MAPPED = 4, // sprite was mapped for automap
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};
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enum
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@ -3253,7 +3253,7 @@ void polymost_drawsprite(int32_t snum)
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}
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if ((unsigned)spritenum < MAXSPRITES)
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show2dsprite.Set(spritenum);
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sprite[spritenum].cstat2 |= CSTAT2_SPRITE_MAPPED;
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_drawsprite_return:
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;
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@ -63,7 +63,6 @@ bool automapping;
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bool gFullMap;
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FixedBitArray<MAXSECTORS> show2dsector;
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FixedBitArray<MAXWALLS> show2dwall;
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FixedBitArray<MAXSPRITES> show2dsprite;
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static int x_min_bound = INT_MAX, y_min_bound, x_max_bound, y_max_bound;
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CVAR(Color, am_twosidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
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@ -271,7 +270,6 @@ void SerializeAutomap(FSerializer& arc)
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// Only store what's needed. Unfortunately for sprites it is not that easy
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.SerializeMemory("mappedsectors", show2dsector.Storage(), (numsectors + 7) / 8)
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.SerializeMemory("mappedwalls", show2dwall.Storage(), (numwalls + 7) / 8)
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.SerializeMemory("mappedsprites", show2dsprite.Storage(), MAXSPRITES / 8)
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.EndObject();
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}
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}
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@ -287,7 +285,6 @@ void ClearAutomap()
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{
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show2dsector.Zero();
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show2dwall.Zero();
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show2dsprite.Zero();
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x_min_bound = INT_MAX;
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}
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@ -630,7 +627,7 @@ void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
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vertices.Resize(4);
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for (auto sn : floorsprites)
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{
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if (!gFullMap && !show2dsprite[sn]) continue;
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if (!gFullMap && !(sprite[sn].cstat2 & CSTAT2_SPRITE_MAPPED)) continue;
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auto spr = &sprite[sn];
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vec2_t pp[4];
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GetFlatSpritePosition(spr, spr->pos.vec2, pp, true);
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@ -12,7 +12,6 @@ extern bool automapping;
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extern bool gFullMap;
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extern FixedBitArray<MAXSECTORS> show2dsector;
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extern FixedBitArray<MAXWALLS> show2dwall;
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extern FixedBitArray<MAXSPRITES> show2dsprite;
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void SerializeAutomap(FSerializer& arc);
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void ClearAutomap();
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@ -282,7 +282,7 @@ void HWDrawInfo::DispatchSprites()
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continue;
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if ((unsigned)spritenum < MAXSPRITES)
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show2dsprite.Set(spritenum);
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sprite[spritenum].cstat2 |= CSTAT2_SPRITE_MAPPED;
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setgotpic(tilenum);
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@ -6546,7 +6546,7 @@ DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
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pSprite->pal = pThingInfo->pal;
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if (pThingInfo->xrepeat) pSprite->xrepeat = pThingInfo->xrepeat;
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if (pThingInfo->yrepeat) pSprite->yrepeat = pThingInfo->yrepeat;
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show2dsprite.Set(pSprite->index);
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pSprite->cstat2 |= CSTAT2_SPRITE_MAPPED;
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switch (nThingType)
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{
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case kThingVoodooHead:
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@ -6764,8 +6764,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
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}
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auto spawned = actSpawnSprite(pSprite->sectnum, x, y, z, 5, 1);
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spritetype* pMissile = &spawned->s();
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int nMissile = pMissile->index;
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show2dsprite.Set(nMissile);
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pMissile->cstat2 |= CSTAT2_SPRITE_MAPPED;
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pMissile->type = nType;
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pMissile->shade = pMissileInfo->shade;
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pMissile->pal = 0;
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@ -1193,9 +1193,9 @@ void nnExtProcessSuperSprites() {
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int index = sprite[gSightSpritesList[i]].index;
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// sprite is drawn for one of players
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if ((pXSightSpr->unused3 & kTriggerSpriteScreen) && show2dsprite[index]) {
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if ((pXSightSpr->unused3 & kTriggerSpriteScreen) && (gSightSpritesList[i]->s().cstat2 & CSTAT2_SPRITE_MAPPED))
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trTriggerSprite(index, pXSightSpr, kCmdSpriteSight);
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show2dsprite.Clear(index);
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gSightSpritesList[i]->s().cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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continue;
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}
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@ -2521,7 +2521,7 @@ void usePropertiesChanger(XSPRITE* pXSource, short objType, int objIndex) {
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// set new cstat
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if ((pSource->flags & kModernTypeFlag1)) pSprite->cstat |= pXSource->data4; // relative
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else pSprite->cstat = pXSource->data4; // absolute
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else pSprite->cstat = pXSource->data4 & 0xffff; // absolute
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// and handle exceptions
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if ((old & 0x1000) && !(pSprite->cstat & 0x1000)) pSprite->cstat |= 0x1000; //kSpritePushable
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@ -7839,6 +7839,7 @@ void callbackUniMissileBurst(int nSprite) // 22
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pBurst->shade = pSprite->shade;
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pBurst->picnum = pSprite->picnum;
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pBurst->cstat = pSprite->cstat;
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if ((pBurst->cstat & CSTAT_SPRITE_BLOCK)) {
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pBurst->cstat &= ~CSTAT_SPRITE_BLOCK; // we don't want missiles impact each other
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@ -673,7 +673,7 @@ void playerStart(int nPlayer, int bNewLevel)
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playerResetPosture(pPlayer);
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seqSpawn(pDudeInfo->seqStartID, 3, pSprite->extra, -1);
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if (pPlayer == gMe)
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show2dsprite.Set(pSprite->index);
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actor->s().cstat2 |= CSTAT2_SPRITE_MAPPED;
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int top, bottom;
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GetSpriteExtents(pSprite, &top, &bottom);
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pSprite->z -= bottom - pSprite->z;
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@ -119,8 +119,8 @@ DDukeActor* EGS(short whatsect, int s_x, int s_y, int s_z, short s_pn, signed ch
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s->hitag = 0;
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}
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if (show2dsector[s->sectnum]) show2dsprite.Set(i);
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else show2dsprite.Clear(i);
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if (show2dsector[s->sectnum]) act->s->cstat2 |= CSTAT2_SPRITE_MAPPED;
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else act->s->cstat2 &= ~CSTAT2_SPRITE_MAPPED;
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spriteext[i] = {};
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spritesmooth[i] = {};
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@ -1738,7 +1738,7 @@ bool GameInterface::DrawAutomapPlayer(int cposx, int cposy, int czoom, int cang,
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goto SHOWSPRITE;
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}
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}
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if (gFullMap || show2dsprite[j])
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if (gFullMap || (sprite[j].cstat2 & CSTAT2_SPRITE_MAPPED))
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{
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SHOWSPRITE:
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spr = &sprite[j];
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